示例#1
0
文件: judge.py 项目: Scowley4/pydance
 def change_bpm(self, pid, curtime, bpm):
     if self._pid != pid: return
     if bpm >= 1: self._tick = toRealTime(bpm, 0.16666666666666666)
     self._v = self._scale * 1
     self._p = self._scale * 4
     self._g = self._scale * 7
     self._o = self._scale * 9
     self._b = self._scale * 12
     self.ok_time = toRealTime(bpm, 2) * self._scale
     self._b_ticks = self._b * self._tick
示例#2
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文件: judge.py 项目: Scowley4/pydance
 def set_song(self, pid, bpm, difficulty, count, holds, feet):
     AbstractJudge.set_song(self, pid, bpm, difficulty, count, holds, feet)
     self._tick = toRealTime(bpm, 0.16666666666666666)
     self._v = self._scale * 1
     self._p = self._scale * 4
     self._g = self._scale * 7
     self._o = self._scale * 9
     self._b = self._scale * 12
     self.ok_time = toRealTime(bpm, 2) * self._scale
     self._b_ticks = self._b * self._tick
示例#3
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文件: judge.py 项目: EvilDrW/pydance
 def change_bpm(self, pid, curtime, bpm):
   if self._pid != pid: return
   if bpm >= 1: self._tick = toRealTime(bpm, 0.16666666666666666)
   self._v = self._scale * 1
   self._p = self._scale * 4
   self._g = self._scale * 7
   self._o = self._scale * 9
   self._b = self._scale * 12
   self.ok_time = toRealTime(bpm, 2) * self._scale
   self._b_ticks = self._b * self._tick
示例#4
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文件: judge.py 项目: EvilDrW/pydance
 def set_song(self, pid, bpm, difficulty, count, holds, feet):
   AbstractJudge.set_song(self, pid, bpm, difficulty, count, holds, feet)
   self._tick = toRealTime(bpm, 0.16666666666666666)
   self._v = self._scale * 1
   self._p = self._scale * 4
   self._g = self._scale * 7
   self._o = self._scale * 9
   self._b = self._scale * 12
   self.ok_time = toRealTime(bpm, 2) * self._scale
   self._b_ticks = self._b * self._tick
示例#5
0
  def get_events(self):
    events, nevents = [], []
    idx = self.event_idx
    nidx = self.nevent_idx
    time = self.curtime = float(music.get_pos())/1000.0
    while (idx < len(self.events) and
           self.events[idx].when <= time + 2 * toRealTime(self.events[idx].bpm, 1)):
      events.append(self.events[idx])
      idx += 1

    bpm = self.playingbpm
    self.event_idx = idx

    while (compare_less(nidx, len(self.events)) and compare_less_equal(self.events[nidx].appear, time)):
      self.playingbpm = self.events[nidx].bpm
      nevents.append(self.events[nidx])
      nidx += 1   
    self.nevent_idx = nidx

    return events, nevents, time, bpm
示例#6
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    def __init__(self, bpm):
        pygame.sprite.Sprite.__init__(self)
        self.tick = toRealTime(bpm, 0.5)
        self.frame = 0
        self.oldframe = -100
        self.topimg = []

        im = pygame.surface.Surface([48, 40])
        im.fill([1, 1, 1])
        self.topimg.append(im.convert())
        self.topimg.append(im.convert())

        im.fill([255, 255, 255])
        for i in range(2):
            self.topimg.append(im.convert())

        self.image = self.topimg[3]
        self.rect = self.image.get_rect()
        self.rect.top = 440
        self.rect.left = 592
示例#7
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  def __init__ (self, bpm):
    pygame.sprite.Sprite.__init__(self)
    self.tick = toRealTime(bpm, 0.5)
    self.frame = 0
    self.oldframe = -100
    self.topimg = []
    
    im = pygame.surface.Surface([48, 40])
    im.fill([1, 1, 1])
    self.topimg.append(im.convert())
    self.topimg.append(im.convert())

    im.fill([255, 255, 255])
    for i in range(2):          
      self.topimg.append(im.convert())

    self.image = self.topimg[3]
    self.rect = self.image.get_rect()
    self.rect.top = 440
    self.rect.left = 592
示例#8
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文件: steps.py 项目: EvilDrW/pydance
  def get_events(self):
    events, nevents = [], []
    idx = self.event_idx
    nidx = self.nevent_idx
    time = self.curtime = float(music.get_pos())/1000.0
    while (idx < len(self.events) and
           self.events[idx].when <= time + 2 * toRealTime(self.events[idx].bpm, 1)):
      events.append(self.events[idx])
      idx += 1

    bpm = self.playingbpm
    self.event_idx = idx
    
    while (nidx < len(self.events) and self.events[nidx].appear <= time):
      self.playingbpm = self.events[nidx].bpm
      nevents.append(self.events[nidx])
      nidx += 1   
    self.nevent_idx = nidx

    return events, nevents, time, bpm
示例#9
0
  def __init__(self, song, difficulty, player, pid, lyrics, playmode, offset):
    self.playmode = playmode
    self.difficulty = difficulty
    self.feet = song.difficulty[playmode][difficulty]
    self.length = 0.0
    self.offset = -(song.info["gap"] + offset) / 1000.0
    self.soffset = self.offset * 1000
    self.bpm = song.info["bpm"]

    if mainconfig['onboardaudio']:
      self.offset = int(self.offset * 48000.0/44128.0)
      self.bpm = self.bpm * 48000.0/44128.0

    self.lastbpmchangetime = []
    self.totalarrows = 0
    self.ready = None

    offbeat_color_mod = 3

    holdlist = []
    holdtimes = []
    holdbeats = []
    releaselist = []
    releasetimes = []
    releasebeats = []
    self.numholds = 1
    holding = [0] * len(games.GAMES[playmode].dirs)
    coloring_mod = 0
    cur_time = float(self.offset)
    last_event_was_freeze = False
    cur_beat = 0
    cur_bpm = self.bpm
    if player.target_bpm is not None:
      self.target_bpm = player.target_bpm * 1.0
      self.speed = None
    else:
      self.target_bpm = None

    # If *_lead is too small, arrows don't appear fast enough. If it's
    # too large, many arrows queue up and pydance slows down.
    # 6.5 == (480 (screen height) - 64 (space on top)) / 64 (pixels per beat)
    # If we have a constant "speed", use beats. If we have a constant effective
    # BPM, use time.
    if self.target_bpm is None:
      beat_lead = 6.5 / player.speed
    else:
      time_lead = 6.5 / self.target_bpm * 60

    # self.lastbpmchangetime is used in several places. For most purposes, the
    # initial BPM setting is not considered a BPM change, but for the purpose
    # of back-tracking to find the number of seconds corresponding to a given
    # number of beats at a certain point in the song, it is, so it is initialized
    # here, and the first element is deleted later.
    self.lastbpmchangetime = [[0.0,self.bpm]]
    self.events = [SongEvent(when = cur_time, bpm = cur_bpm, beat = cur_beat,
                             extra = song.difficulty[playmode][difficulty])]

    self.event_idx = 0
    self.nevent_idx = 0

    if playmode in song.steps:
      song_steps = song.steps[playmode][difficulty]
      if playmode in games.COUPLE: song_steps = song_steps[pid]
      # Copy the steps so transformations don't affect both players.
      song_steps = [list(s) for s in song_steps]
    else:
      song_steps = stepfilters.generate_mode(song, difficulty, playmode, pid)

    song_steps = stepfilters.compress(song_steps)

    if player.transform:
      T = stepfilters.rotate[player.transform]
      song_steps = T(playmode).transform(song_steps)

    if not player.holds:
      song_steps = stepfilters.RemoveHoldTransform().transform(song_steps)
    if player.size: stepfilters.size(song_steps, player.size)
    if player.jumps != 1:
      song_steps = stepfilters.jumps[player.jumps]().transform(song_steps)

    if not player.secret_kind:
      song_steps = stepfilters.RemoveSecret().transform(song_steps)

    for words in song_steps:

      if words[0] == 'W':
        cur_time += float(words[1])
        cur_beat += cur_bpm * float(words[1]) / 60
        last_event_was_freeze = False
      elif words[0] == 'R':
        self.ready = cur_time
        last_event_was_freeze = False
        coloring_mod = 0
      elif isinstance(words[0], float):
        # Don't create arrow events with no arrows
        arrowcount = 0
        for i in words[1:]: arrowcount += int(i)

        if arrowcount != 0:
          feetstep = words[1:]

          if last_event_was_freeze:
            time_to_add = last_event_was_freeze
            last_event_was_freeze = False
          else: time_to_add = cur_time

          # Check for holds
          for hold,fs in enumerate(feetstep):
            h = holding[hold]
            if fs & 2 and h == 0:
              holdtimes.insert(self.numholds, time_to_add)
              holdbeats.insert(self.numholds, cur_beat)
              holdlist.insert(self.numholds, hold)
              releasetimes.append(None)
              releasebeats.append(None)
              releaselist.append(None)
              h = holding[hold] = self.numholds
              self.numholds += 1

            elif (fs and holding[hold]):
              releasetimes[h - 1] = time_to_add
              releasebeats[h - 1] = cur_beat
              releaselist[h - 1] = hold
              fs = feetstep[hold] = 0
              h = holding[hold] = 0

          if coloring_mod == int(coloring_mod):
            color = coloring_mod % 4
            if color == 3: color = 1
            offbeat_color_mod = 3
          else:
            color = offbeat_color_mod
            offbeat_color_mod ^= 2

          if self.target_bpm is None:
            # Backtrack through BPM changes until we hit the BPM segment the
            # correct number of beats before this step, and then find the right
            # time within that segment when the arrow should first be visible.
            beat_led=beat_lead
            bpm_i=-1
            time_led=0.0

            while time_to_add-time_led>0 and beat_led>(time_to_add-time_led-self.lastbpmchangetime[bpm_i][0])*self.lastbpmchangetime[bpm_i][1]/60:
              beat_led-=(time_to_add-time_led-self.lastbpmchangetime[bpm_i][0])*self.lastbpmchangetime[bpm_i][1]/60
              time_led=time_to_add-self.lastbpmchangetime[bpm_i][0]
              bpm_i-=1
              
            if time_to_add<=time_led:
              time_led=time_to_add
            else:
              time_led+=beat_led/self.lastbpmchangetime[bpm_i][1]*60
          else:
            time_led=time_lead
          self.events.append(SongEvent(when = time_to_add, bpm = cur_bpm,
                                       feet = feetstep, extra = words[0],
                                       beat = cur_beat,
                                       color = color,
                                       appear = max(time_to_add-time_led,0)))

          for arrowadder in feetstep:
            if arrowadder & 1 and not arrowadder & 4:
              self.totalarrows += 1

        # Even if there are no steps in the event, we don't want to
        # propogate the freeze.
        else: last_event_was_freeze = False

        beat = words[0]

        cur_time += toRealTime(cur_bpm, beat)
        cur_beat += beat
        coloring_mod += beat

        if int(coloring_mod + 0.0001) > int(coloring_mod):
          coloring_mod = float(int(coloring_mod + 0.0001))
        if int(cur_beat + 0.0001) > int(cur_beat):
          cur_beat = float(int(cur_beat + 0.0001))

      elif words[0] == "D":
        last_event_was_freeze = False
        cur_time += toRealTime(cur_bpm, 4.0 * words[1])
        cur_beat += 4.0 * words[1]
        coloring_mod += 4 * words[1]

      elif words[0] == "B":
        cur_bpm = words[1]
        last_event_was_freeze = False
        self.lastbpmchangetime.append([cur_time, cur_bpm])

      elif words[0] == "S":
        # We can treat stops as a BPM change to zero with a wait.
        last_event_was_freeze = cur_time
        self.lastbpmchangetime.append([cur_time, 1e-127]) # This is zero
        cur_time += float(words[1])
        self.lastbpmchangetime.append([cur_time, cur_bpm])

      elif words[0] == "L" and lyrics:
        lyrics.addlyric(cur_time - 0.4, words[1], words[2])

    self.length = cur_time + toRealTime(cur_bpm, 8.0)

    self.holdinfo = list(zip(holdlist, holdtimes, releasetimes))
    self.holdref = list(zip(holdlist, holdtimes))
    self.holdbeats = list(zip(holdbeats, releasebeats))

    if self.ready == None:
      if len(self.events) > 1:
        self.ready = self.events[1].when - toRealTime(self.events[1].bpm, 16)
      else: self.ready = 0.0

    # Delete the initial setting of BPM.
    del self.lastbpmchangetime[0]
示例#10
0
文件: steps.py 项目: EvilDrW/pydance
  def __init__(self, song, difficulty, player, pid, lyrics, playmode):
    self.playmode = playmode
    self.difficulty = difficulty
    self.feet = song.difficulty[playmode][difficulty]
    self.length = 0.0
    self.offset = -(song.info["gap"] + mainconfig['masteroffset']) / 1000.0
    self.soffset = self.offset * 1000
    self.bpm = song.info["bpm"]

    if mainconfig['onboardaudio']:
      self.offset = int(self.offset * 48000.0/44128.0)
      self.bpm = self.bpm * 48000.0/44128.0

    self.lastbpmchangetime = []
    self.totalarrows = 0
    self.ready = None

    offbeat_color_mod = 3

    holdlist = []
    holdtimes = []
    holdbeats = []
    releaselist = []
    releasetimes = []
    releasebeats = []
    self.numholds = 1
    holding = [0] * len(games.GAMES[playmode].dirs)
    coloring_mod = 0
    cur_time = float(self.offset)
    last_event_was_freeze = False
    cur_beat = 0
    cur_bpm = self.bpm
    if player.target_bpm is not None:
      self.target_bpm = player.target_bpm * 1.0
      self.speed = None
    else:
      self.target_bpm = None

    # If *_lead is too small, arrows don't appear fast enough. If it's
    # too large, many arrows queue up and pydance slows down.
    # 6.5 == (480 (screen height) - 64 (space on top)) / 64 (pixels per beat)
    # If we have a constant "speed", use beats. If we have a constant effective
    # BPM, use time.
    if self.target_bpm is None:
      beat_lead = 6.5 / player.speed
    else:
      time_lead = 6.5 / self.target_bpm * 60

    # self.lastbpmchangetime is used in several places. For most purposes, the
    # initial BPM setting is not considered a BPM change, but for the purpose
    # of back-tracking to find the number of seconds corresponding to a given
    # number of beats at a certain point in the song, it is, so it is initialized
    # here, and the first element is deleted later.
    self.lastbpmchangetime = [[0.0,self.bpm]]
    self.events = [SongEvent(when = cur_time, bpm = cur_bpm, beat = cur_beat,
                             extra = song.difficulty[playmode][difficulty])]

    self.event_idx = 0
    self.nevent_idx = 0

    if playmode in song.steps:
      song_steps = song.steps[playmode][difficulty]
      if playmode in games.COUPLE: song_steps = song_steps[pid]
      # Copy the steps so transformations don't affect both players.
      song_steps = [list(s) for s in song_steps]
    else:
      song_steps = stepfilters.generate_mode(song, difficulty, playmode, pid)

    song_steps = stepfilters.compress(song_steps)

    if player.transform:
      T = stepfilters.rotate[player.transform]
      song_steps = T(playmode).transform(song_steps)

    if not player.holds:
      song_steps = stepfilters.RemoveHoldTransform().transform(song_steps)
    if player.size: stepfilters.size(song_steps, player.size)
    if player.jumps != 1:
      song_steps = stepfilters.jumps[player.jumps]().transform(song_steps)

    if not player.secret_kind:
      song_steps = stepfilters.RemoveSecret().transform(song_steps)

    for words in song_steps:

      if words[0] == 'W':
        cur_time += float(words[1])
        cur_beat += cur_bpm * float(words[1]) / 60
        last_event_was_freeze = False
      elif words[0] == 'R':
        self.ready = cur_time
        last_event_was_freeze = False
        coloring_mod = 0
      elif isinstance(words[0], float):
        # Don't create arrow events with no arrows
        arrowcount = 0
        for i in words[1:]: arrowcount += int(i)

        if arrowcount != 0:
          feetstep = words[1:]

          if last_event_was_freeze:
            time_to_add = last_event_was_freeze
            last_event_was_freeze = False
          else: time_to_add = cur_time

          # Check for holds
          for hold,fs in enumerate(feetstep):
            h = holding[hold]
            if fs & 2 and h == 0:
              holdtimes.insert(self.numholds, time_to_add)
              holdbeats.insert(self.numholds, cur_beat)
              holdlist.insert(self.numholds, hold)
              releasetimes.append(None)
              releasebeats.append(None)
              releaselist.append(None)
              h = holding[hold] = self.numholds
              self.numholds += 1

            elif (fs and holding[hold]):
              releasetimes[h - 1] = time_to_add
              releasebeats[h - 1] = cur_beat
              releaselist[h - 1] = hold
              fs = feetstep[hold] = 0
              h = holding[hold] = 0

          if coloring_mod == int(coloring_mod):
            color = coloring_mod % 4
            if color == 3: color = 1
            offbeat_color_mod = 3
          else:
            color = offbeat_color_mod
            offbeat_color_mod ^= 2

          if self.target_bpm is None:
            # Backtrack through BPM changes until we hit the BPM segment the
            # correct number of beats before this step, and then find the right
            # time within that segment when the arrow should first be visible.
            beat_led=beat_lead
            bpm_i=-1
            time_led=0.0

            while time_to_add-time_led>0 and beat_led>(time_to_add-time_led-self.lastbpmchangetime[bpm_i][0])*self.lastbpmchangetime[bpm_i][1]/60:
              beat_led-=(time_to_add-time_led-self.lastbpmchangetime[bpm_i][0])*self.lastbpmchangetime[bpm_i][1]/60
              time_led=time_to_add-self.lastbpmchangetime[bpm_i][0]
              bpm_i-=1
              
            if time_to_add<=time_led:
              time_led=time_to_add
            else:
              time_led+=beat_led/self.lastbpmchangetime[bpm_i][1]*60
          else:
            time_led=time_lead
          self.events.append(SongEvent(when = time_to_add, bpm = cur_bpm,
                                       feet = feetstep, extra = words[0],
                                       beat = cur_beat,
                                       color = color,
                                       appear = max(time_to_add-time_led,0)))

          for arrowadder in feetstep:
            if arrowadder & 1 and not arrowadder & 4:
              self.totalarrows += 1

        # Even if there are no steps in the event, we don't want to
        # propogate the freeze.
        else: last_event_was_freeze = False

        beat = words[0]

        cur_time += toRealTime(cur_bpm, beat)
        cur_beat += beat
        coloring_mod += beat

        if int(coloring_mod + 0.0001) > int(coloring_mod):
          coloring_mod = float(int(coloring_mod + 0.0001))
        if int(cur_beat + 0.0001) > int(cur_beat):
          cur_beat = float(int(cur_beat + 0.0001))

      elif words[0] == "D":
        last_event_was_freeze = False
        cur_time += toRealTime(cur_bpm, 4.0 * words[1])
        cur_beat += 4.0 * words[1]
        coloring_mod += 4 * words[1]

      elif words[0] == "B":
        cur_bpm = words[1]
        last_event_was_freeze = False
        self.lastbpmchangetime.append([cur_time, cur_bpm])

      elif words[0] == "S":
        # We can treat stops as a BPM change to zero with a wait.
        last_event_was_freeze = cur_time
        self.lastbpmchangetime.append([cur_time, 1e-127]) # This is zero
        cur_time += float(words[1])
        self.lastbpmchangetime.append([cur_time, cur_bpm])

      elif words[0] == "L" and lyrics:
        lyrics.addlyric(cur_time - 0.4, words[1], words[2])

    self.length = cur_time + toRealTime(cur_bpm, 8.0)

    self.holdinfo = zip(holdlist, holdtimes, releasetimes)
    self.holdref = zip(holdlist, holdtimes)
    self.holdbeats = zip(holdbeats, releasebeats)

    if self.ready == None:
      if len(self.events) > 1:
        self.ready = self.events[1].when - toRealTime(self.events[1].bpm, 16)
      else: self.ready = 0.0

    # Delete the initial setting of BPM.
    del self.lastbpmchangetime[0]